Showing results for on doc.photonengine.com
Architecture
Simulation Systems
Gameplay System
The main system responsible for controlling state of the game, player spawn, calculation of statistics and checking win conditions...
Simulation Systems
Gameplay System
The main system responsible for controlling state of the game, player spawn, calculation of statistics and checking win conditions...
Project Architecture
Project Organization
The project consists of three independent examples, organized in the following folder structure:
Each example folder and the Common folder...
Project Organization
The project consists of three independent examples, organized in the following folder structure:
Each example folder and the Common folder...
Architecture
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics, nickname...
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics, nickname...
...Collider
- KCC collider is created at runtime as a child game object.
- Layer of the collider game object is controlled via
KCCSettings.ColliderLayer
and...
- KCC collider is created at runtime as a child game object.
- Layer of the collider game object is controlled via
KCCSettings.ColliderLayer
and...
...Weapons
The Weapons
script handles the general functionality of weapons in the game, holding references to all player weapons and allowing actions such as...
The Weapons
script handles the general functionality of weapons in the game, holding references to all player weapons and allowing actions such as...
...the HFSM to create the Game Manager, which dictates the flow of the game mode;
- Data driven architecture for abilities;
- Usage of a Top...
- Data driven architecture for abilities;
- Usage of a Top...
...the HFSM to create the Game Manager, which dictates the flow of the game mode;
- Data driven architecture for Habilities;
- Usage of a Top...
- Data driven architecture for Habilities;
- Usage of a Top...
...Performance
Generally it is hard to tell what settings and shapes should be used, this must be fine tuned specifically for each game to...
Generally it is hard to tell what settings and shapes should be used, this must be fine tuned specifically for each game to...
Input
Introduction
Input is a crucial component of Quantum's core architecture. In a deterministic networking library, the output of the system is fixed...
Introduction
Input is a crucial component of Quantum's core architecture. In a deterministic networking library, the output of the system is fixed...
Frames
Introduction
Quantum's predict-rollback architecture allows to mitigate latency. Quantum always rolls-back and re-simulates frames. It is a necessary for...
Introduction
Quantum's predict-rollback architecture allows to mitigate latency. Quantum always rolls-back and re-simulates frames. It is a necessary for...